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[wine] / dlls / wined3d / texture.c
1 /*
2  * IWineD3DTexture implementation
3  *
4  * Copyright 2002-2005 Jason Edmeades
5  * Copyright 2002-2005 Raphael Junqueira
6  * Copyright 2005 Oliver Stieber
7  *
8  * This library is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU Lesser General Public
10  * License as published by the Free Software Foundation; either
11  * version 2.1 of the License, or (at your option) any later version.
12  *
13  * This library is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
16  * Lesser General Public License for more details.
17  *
18  * You should have received a copy of the GNU Lesser General Public
19  * License along with this library; if not, write to the Free Software
20  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21  */
22
23 #include "config.h"
24 #include "wined3d_private.h"
25
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
28
29 /* *******************************************
30    IWineD3DTexture IUnknown parts follow
31    ******************************************* */
32 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
33 {
34     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
35     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
36     if (IsEqualGUID(riid, &IID_IUnknown)
37         || IsEqualGUID(riid, &IID_IWineD3DBase)
38         || IsEqualGUID(riid, &IID_IWineD3DResource)
39         || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
40         || IsEqualGUID(riid, &IID_IWineD3DTexture)){
41         IUnknown_AddRef(iface);
42         *ppobj = This;
43         return WINED3D_OK;
44     }
45     *ppobj = NULL;
46     return E_NOINTERFACE;
47 }
48
49 static ULONG WINAPI IWineD3DTextureImpl_AddRef(IWineD3DTexture *iface) {
50     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
51     TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
52     return InterlockedIncrement(&This->resource.ref);
53 }
54
55 static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) {
56     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
57     ULONG ref;
58     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
59     ref = InterlockedDecrement(&This->resource.ref);
60     if (ref == 0) {
61         IWineD3DTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
62     }
63     return ref;
64 }
65
66
67 /* ****************************************************
68    IWineD3DTexture IWineD3DResource parts follow
69    **************************************************** */
70 static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
71     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
72 }
73
74 static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
75     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
76 }
77
78 static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
79     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
80 }
81
82 static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
83     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
84 }
85
86 static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
87     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
88 }
89
90 static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
91     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
92 }
93
94 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
95
96     /* Override the IWineD3DResource PreLoad method */
97     unsigned int i;
98     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
99     IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
100     BOOL srgb_mode = This->baseTexture.is_srgb;
101     BOOL srgb_was_toggled = FALSE;
102
103     TRACE("(%p) : About to load texture\n", This);
104
105     if(!device->isInDraw) {
106         /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
107          * recursive calls
108          */
109         ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
110     } else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
111         srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
112         srgb_was_toggled = This->baseTexture.is_srgb != srgb_mode;
113         This->baseTexture.is_srgb = srgb_mode;
114     }
115
116     IWineD3DTexture_BindTexture(iface);
117     ENTER_GL();
118     /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
119     if (This->baseTexture.dirty) {
120         for (i = 0; i < This->baseTexture.levels; i++) {
121             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
122         }
123     } else if (srgb_was_toggled) {
124         if (This->baseTexture.srgb_mode_change_count < 20)
125             ++This->baseTexture.srgb_mode_change_count;
126         else
127             FIXME("Texture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
128
129         for (i = 0; i < This->baseTexture.levels; i++) {
130             IWineD3DSurface_AddDirtyRect(This->surfaces[i], NULL);
131             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
132             IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
133         }
134     } else {
135         TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
136     }
137     LEAVE_GL();
138
139     /* No longer dirty */
140     This->baseTexture.dirty = FALSE;
141
142     return ;
143 }
144
145 static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
146     unsigned int i;
147     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
148     TRACE("(%p)\n", This);
149
150     /* Unload all the surfaces and reset the texture name. If UnLoad was called on the
151      * surface before, this one will be a NOP and vice versa. Unloading an unloaded
152      * surface is fine
153      */
154     for (i = 0; i < This->baseTexture.levels; i++) {
155         IWineD3DSurface_UnLoad(This->surfaces[i]);
156         IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, IWineD3DTexture_GetTextureDimensions(iface));
157     }
158
159     IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
160 }
161
162 static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
163     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
164 }
165
166 static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
167     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
168 }
169
170 /* ******************************************************
171    IWineD3DTexture IWineD3DBaseTexture parts follow
172    ****************************************************** */
173 static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
174     return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
175 }
176
177 static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
178     return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
179 }
180
181 static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
182     return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
183 }
184
185 static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
186   return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
187 }
188
189 static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
190   return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
191 }
192
193 static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
194     IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
195 }
196
197 /* Internal function, No d3d mapping */
198 static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
199     return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
200 }
201
202 static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
203     return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
204 }
205
206 static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
207     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
208     BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
209     HRESULT hr;
210
211     TRACE("(%p) : relay to BaseTexture\n", This);
212
213     hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
214     if (set_gl_texture_desc && SUCCEEDED(hr)) {
215         UINT i;
216         for (i = 0; i < This->baseTexture.levels; ++i) {
217             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
218         }
219     }
220
221     return hr;
222 }
223
224 static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
225     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
226     TRACE("(%p) : relay to BaseTexture\n", This);
227     return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
228 }
229
230 static UINT WINAPI IWineD3DTextureImpl_GetTextureDimensions(IWineD3DTexture *iface) {
231     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
232     TRACE("(%p)\n", This);
233
234     return This->target;
235 }
236
237 static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
238                                                    const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
239                                                    const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
240     TRACE("(%p) : relay to BaseTexture\n", iface);
241     IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
242 }
243
244 /* *******************************************
245    IWineD3DTexture IWineD3DTexture parts follow
246    ******************************************* */
247 static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
248     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
249     int i;
250
251     TRACE("(%p) : Cleaning up\n",This);
252     for (i = 0; i < This->baseTexture.levels; i++) {
253         if (This->surfaces[i] != NULL) {
254             /* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
255             IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], 0, 0);
256             IWineD3DSurface_SetContainer(This->surfaces[i], 0);
257             D3DCB_DestroySurface(This->surfaces[i]);
258         }
259     }
260     TRACE("(%p) : cleaning up base texture\n", This);
261     IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
262     /* free the object */
263     HeapFree(GetProcessHeap(), 0, This);
264 }
265
266 static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
267     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
268
269     if (Level < This->baseTexture.levels) {
270         TRACE("(%p) Level (%d)\n", This, Level);
271         return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
272     }
273     FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
274     return WINED3DERR_INVALIDCALL;
275 }
276
277 static HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT Level, IWineD3DSurface** ppSurfaceLevel) {
278     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
279     HRESULT hr = WINED3DERR_INVALIDCALL;
280
281     if (Level < This->baseTexture.levels) {
282         *ppSurfaceLevel = This->surfaces[Level];
283         IWineD3DSurface_AddRef(This->surfaces[Level]);
284         hr = WINED3D_OK;
285         TRACE("(%p) : returning %p for level %d\n", This, *ppSurfaceLevel, Level);
286     }
287     if (WINED3D_OK != hr) {
288         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
289         *ppSurfaceLevel = NULL; /* Just to be on the safe side.. */
290     }
291     return hr;
292 }
293
294 static HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, WINED3DLOCKED_RECT *pLockedRect,
295                                             CONST RECT *pRect, DWORD Flags) {
296     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
297     HRESULT hr = WINED3DERR_INVALIDCALL;
298
299     if (Level < This->baseTexture.levels) {
300         hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
301     }
302     if (WINED3D_OK == hr) {
303         TRACE("(%p) Level (%d) success\n", This, Level);
304     } else {
305         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
306     }
307
308     return hr;
309 }
310
311 static HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level) {
312    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
313     HRESULT hr = WINED3DERR_INVALIDCALL;
314
315     if (Level < This->baseTexture.levels) {
316         hr = IWineD3DSurface_UnlockRect(This->surfaces[Level]);
317     }
318     if ( WINED3D_OK == hr) {
319         TRACE("(%p) Level (%d) success\n", This, Level);
320     } else {
321         WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
322     }
323     return hr;
324 }
325
326 static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
327     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
328     This->baseTexture.dirty = TRUE;
329     TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
330     return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
331 }
332
333 const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
334 {
335     /* IUnknown */
336     IWineD3DTextureImpl_QueryInterface,
337     IWineD3DTextureImpl_AddRef,
338     IWineD3DTextureImpl_Release,
339     /* IWineD3DResource */
340     IWineD3DTextureImpl_GetParent,
341     IWineD3DTextureImpl_GetDevice,
342     IWineD3DTextureImpl_SetPrivateData,
343     IWineD3DTextureImpl_GetPrivateData,
344     IWineD3DTextureImpl_FreePrivateData,
345     IWineD3DTextureImpl_SetPriority,
346     IWineD3DTextureImpl_GetPriority,
347     IWineD3DTextureImpl_PreLoad,
348     IWineD3DTextureImpl_UnLoad,
349     IWineD3DTextureImpl_GetType,
350     /* IWineD3DBaseTexture */
351     IWineD3DTextureImpl_SetLOD,
352     IWineD3DTextureImpl_GetLOD,
353     IWineD3DTextureImpl_GetLevelCount,
354     IWineD3DTextureImpl_SetAutoGenFilterType,
355     IWineD3DTextureImpl_GetAutoGenFilterType,
356     IWineD3DTextureImpl_GenerateMipSubLevels,
357     IWineD3DTextureImpl_SetDirty,
358     IWineD3DTextureImpl_GetDirty,
359     IWineD3DTextureImpl_BindTexture,
360     IWineD3DTextureImpl_UnBindTexture,
361     IWineD3DTextureImpl_GetTextureDimensions,
362     IWineD3DTextureImpl_ApplyStateChanges,
363     /* IWineD3DTexture */
364     IWineD3DTextureImpl_Destroy,
365     IWineD3DTextureImpl_GetLevelDesc,
366     IWineD3DTextureImpl_GetSurfaceLevel,
367     IWineD3DTextureImpl_LockRect,
368     IWineD3DTextureImpl_UnlockRect,
369     IWineD3DTextureImpl_AddDirtyRect
370 };